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[How To] How to make older vehicles mods compatible with experimental version

Discussion in 'General Discussion' started by Josh, Feb 1, 2015.

  1. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
    1,082
    I never seen a thread that explains a procedure to do this.

    How to make older mods compatible with the experimental version?

    Step 1

    Download mod from forum.

    Step 2

    Drag downloaded mod to a space (ie desktop) as you will need it to do the next steps.

    Step 3

    Extract downloaded zip file you will now end up with a folder of the .zip.

    Step 4

    Go into extracted mod folder and you will see the downloaded mods actual folder. (ie RangeRover) (don't click on it)

    Step 6

    you are now in the folder you can now create a new folder and call it vehicles drag the mods folder into the newly created vehicles folder.

    Step 7

    click on the vehicles folder and copy it.

    Step 8

    Now that you have the copy of the vehicles folder go back to the desktop and rezip the extracted main folder as you can see it will now create a .zip of the mod as it was originally (do not delete original extracted folder yet).

    Step 9

    If you open up the newly created zip you will see a folder of the mod in the new zip you can now paste the copied vehicles folder from the previous folder

    then now you can delete the folder that was in the zip when you first opened it.

    Step 10

    Rename new zip if it has (1) or (2) (ie range rover (2).zip delete the end number so it will look like a original file (ie rangerover.zip).

    Step 11

    Place mod in (documents>BeamNG.drive>mods).

    Step 12

    Boot up BeamNG.drive and see if your newly "converted" vehicle is in the vehicles menu by pressing (Space).

    I can do this procedure fairly fast.

    any questions just comment below.

    Thanks

    I do have a few "converted" mods ready to be uploaded I just don't want to re upload without proper permission from original creator.

    Note
    This is a "general" outline and probably not the fastest/easiest way to do it.

    Also you may need to clear cache after the install of new mods.

    Cache located in

    Documents>BeamNG.drive
     
    #1 Josh, Feb 1, 2015
    Last edited: Feb 1, 2015
    • Like Like x 1
  2. SixSixSevenSeven

    SixSixSevenSeven
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    I found your instructions poorly written and more importantly:
    completely irrelevant.

    In your beamng install folder is still a vehicles folder and a levels folder. Mods can still be placed in those folders as before with no conversion to the new system required at all.
    Better still, your mods folder located in your documents, you can create a levels and a vehicles folder in there and install mods as before with no conversion to the new system required.
     
  3. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
    1,082
    Sorry about that it it was written at 2 AM and I did it in about 5 mins.

    .

    It might work for you but mods will not work on my PC when mods are placed in the main BeamNG>content> vehicles and or levels folder....
     
    #3 Josh, Feb 1, 2015
    Last edited: Feb 1, 2015
  4. Bubbleawsome

    Bubbleawsome
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    Ones without multi-DAE are still broke, yes?
     
  5. SixSixSevenSeven

    SixSixSevenSeven
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    it works on all 3 of my beamng experimental installs.

    Reason it doesnt work in beamng>content>vehicles is because that isnt the right folder... You want BeamNG>vehicles as in the old stable update (which had no content folder)
     
  6. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
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    Yes (zip or folder) still doesn't work on my install..

    my steam/PC always messes with my games so it could just be a problem on my end.....
     
  7. raiderfan

    raiderfan
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    Joined:
    Aug 5, 2012
    Messages:
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    I've also been doing this as of late because its the only way mods will work for me also.
     
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